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Sadly giving up on Dead Island, the balance so far was spot-on most of the time, there were occasional difficulty spikes when levelling up, but most of time that simply made me pick up new tricks to dispatch the zeds more efficiently. Now that I've hit Act II, the trend that started to appear towards the end of Act I has solidified: there's more of them, with bunches popping out of nothing, so I'm fighting against 2 and suddenly I have 3 behind me, obviously I'm swarmed and death is a matter of seconds. On one mission I was respawning in the middle of them, leading to an expensive series of deaths...

I wasn't liking Moresby a lot: the island was a novel setting and an ironic one to boot, but the city, although still well-made, is less interesting and more cliched.

Originally Posted by eRa

I'm revisiting Hotline Miama, they recently released a version running on their own engine. The gamemaker one crashed constantly for me. This new version seems to work perfectly so far. Achievements seem very tempting all of a sudden. Usually I don't care, but they suit the repetitive nature of the game.

Interesting, my problems with the game were mainly physics-related, I hope they fixed those too.

Lately for the first time I'm playing an MMORPG (LotRO) in a group with someone who's in the same room as me (Mrs. Berzee). Slow internets + expensive subscriptions + weird router problems kept me and my brothers from having multiple accounts in any of the MMORPGs we played throughout my years of youth. It's good fun and makes the game less of an autopilot experience than when played solo, while still saving me from every having to tolerate the LFG process.

The Secret of Gargoyle Manor, a browser point-and-click adventure about retrieving your lost hat whatever the cost, is something you could play!

Lately for the first time I'm playing an MMORPG (LotRO) in a group with someone who's in the same room as me (Mrs. Berzee). Slow internets + expensive subscriptions + weird router problems kept me and my brothers from having multiple accounts in any of the MMORPGs we played throughout my years of youth. It's good fun and makes the game less of an autopilot experience than when played solo, while still saving me from every having to tolerate the LFG process.

I did this very thing with my wife and had a fine time with it. Good choice of game.

I'd like this game a lot more if you didn't have to murder all the guards, if you could sneak by them in places like the Templar hideouts. There's no incentive to even try sneak by anyone in the game. The one incentive I can come up with is to try avoid the terrible combat the game has.

Still having fun running around though.

"Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

I've long thought that the AC games would be better served by reducing your lethality and incorporating the parkour elements into the fighting. You would block and dodge in order to find an opening to escape, rather than slaughter everyone. Take a leaf out of Jason Bourne's book. AC3 actually closes in on this a bit since you are swamped by hordes of enemies in the streets, so running away is often less effort anyway, but it's a small improvement in a game which otherwise takes plenty of steps backwards...

Still assassins didn't go just around murdering everyone in the street ..It would be better at least for me and fellow above if you could play the game as medieval some sort of splinter cell,well without shadows stealth system. Imagine you could fight your way like now in AA games,or you could sneak and just murder the victim and sneak out. DAYAAAAAAAAAAAm

Still assassins didn't go just around murdering everyone in the street ..It would be better at least for me and fellow above if you could play the game as medieval some sort of splinter cell,well without shadows stealth system. Imagine you could fight your way like now in AA games,or you could sneak and just murder the victim and sneak out. DAYAAAAAAAAAAAm

The original tried that, it just had problems because people realized it was MUCH easier to just parry-kill everything. But there was a much bigger emphasis on getting up close to your foe and silently shanking them, rather than the giant setpiece battles that the Ezio and Cardboard era had. Was fun to just stay in a crowd, bump into them, and hidden blade.

That being said, considering how finicky it gets when there ARE stealth missions, I am VERY glad to have the option to ghost or the option to mass murder everyone.

Steam: Gundato
PSN: Gundato
If you want me on either service, I suggest PMing me here first to let me know who you are.

Liberated Parker, Dust, Oasis and Badlands and have reached the horrible bit in RF Gorilla where I gave up the other times I played it.
Also, the last battle for Oasis made Mason's coat glitch, so it now looks like he's in a severe storm all the time. Or, the lower part of his coat is, at least.

Great game, actually. There are some wonky reappearences of buildings and such when you start certain missions, but it somehow doesn't matter so much. And unlike RF Armageddon, the checkpoint saves aren't so frustrating. They also put a rather impressive amount of work into the news bulletins; practically everything you do gets a notice, with the right propaganda twist. Driving is a constant amusement because of the way the AI drivers behave (especially when you get in a tank; total panic), although the handling of the cars (or most of them) has the usual problems.
I also hadn't noticed how the games are tied together by history and various references. Kind of makes me want to replay the first game.

I've long thought that the AC games would be better served by reducing your lethality and incorporating the parkour elements into the fighting. You would block and dodge in order to find an opening to escape, rather than slaughter everyone. Take a leaf out of Jason Bourne's book. AC3 actually closes in on this a bit since you are swamped by hordes of enemies in the streets, so running away is often less effort anyway, but it's a small improvement in a game which otherwise takes plenty of steps backwards...

Could have done it very easily in AC3 just by making guns actually lethal. Make the muskets kind of inaccurate so a player may have a decent chance of being forgiven an error, but otherwise have them be lethal enough upon hitting that staying a moving or hidden target is far more preferable.

Originally Posted by gundato

That being said, considering how finicky it gets when there ARE stealth missions, I am VERY glad to have the option to ghost or the option to mass murder everyone.

This is very true and is why there should never be a stealth-heavy AC game using the current engine. Game looks beautiful and plays great, but stealth is a pain in the tits. One of the big reasons I preferred AC2 to Brotherhood is it had far less forced stealth sections. Magic 360° vision from enemies and arbitrary limits to how far you can be from a clearly-fucking-visible target do not a fun experience make.

Except that the random guards are not your target. You're a pretty shit assassin if you've to cut your way through an army of men in order to reach your target. You're a much better one if you've made it to the target undetected, done the deed and left undetected again.

The game makes a big fuss about not killing civilians and I'm told later it says the same about animals. Well what have any of those guards done apart from being employed by someone whose on your hit list done to deserve being shanked?

"Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""